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Abomination
A
thin and sickly man is surrounded by goblins
armed with knives and spears. He starts
screaming. The goblins begin to close in,
grinning. The man falls to his knees, as dark fur
begins to cover his body. His teeth lengthen into
sharp fangs, his nails curl into claws. His
muscles bulge and stretch. His screams become
howls, and it is the goblins' turn to scream.
A deathly pale elf is stopped by a thief holding a long thin
dagger. The elf calmly removes one of his gloves and grabs the
thief by the throat in a burst of speed. The thief's skin begins
to turn black and gray as he thrashes, desperately trying to get
free. The elf holds on grimly. The lifeless body of the thief falls
to the floor, and the elf continues walking.
A small halfling leaps from a sky ship and begins to fall. His
eyes fill with fire as great horns grow from his skull. Thin bat
wings grow from his back. He spreads them and takes flight.
Outcast by Society
Abominations are often cast out by society once their cursed
nature is discovered. Often these outcasts end up living in
hiding, in remote caves or abandoned houses out of fear of
being discovered or hunted down. Monster hunters will often
hunt down and kill these individuals as they are widely seen
as beings of pure evil.
However, an abomination's behavior actually has more to
do with who they are as a person, than their actual curse.
Some abominations are kind, others cruel, depending on their
personality. Some are angry with society, and others try to
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help or protect it from the sidelines.
While many abominations may lose control of their A Monster's Life
behavior during their first transformations, most eventually
learn to control them. Some even come to embrace them. Unlike most classes, an abomination doesn't usually choose
nor even desire to be what it is. A sorcerer may be born with
Lifting the Curse terrible power, but most sorcerers are proud rather than
fearful of this. A warlock may possess dark gifts, but these are
Sooner or later in an abomination's life, they must consider
normally given to them rather than forced on them.
the possibility of lifting the curse, of finding a cure. The way to
Abominations on the other hand, are cursed. Cursed with
lift the curse may already be known to the abomination, it
monstrous power and durability, yes, but still cursed. Their
might indeed have been stipulated the day they were cursed,
lives are often difficult as a result.
or it might be a complete mystery, one that the abomination
An abomination's only choice is what to do with the powers
may have to dedicate their life to solving.
forced upon them. Will they become a monster, as society
Will the abomination attempt to find such a cure or will they
expects? Will they become a hero despite it all, and prove the
be offended at the very suggestion that they would need one?
world wrong? Or will they leave it all behind, and try to live a
More detailed suggested rules for lifting the curse are simple life?
described at the end of this document (page 22), along with
other optional rules (page 22-23), tables to help create your
character (page 21) and answers to some of the most
frequently asked questions about this class (page 23).
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You can make an abomination by following these suggestions.
First, your Strength or Dexterity score (depending on your
subclass) should be your highest stat, followed by
The Abomination Constitution. Next, take the Outlander background.
Class Features
Proficiency Horrific Mark
Level Bonus Features Mutations die
Curse, Partial As an abomination, you gain the following class features
1st +2 - -
Transformation
2nd +2
Horrific Mutations,
2 -
Hit Points
Monstrous shape Hit Dice: 1d6 per abomination level
3rd +2 Dark Mark 2 d4 Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
Ability Score modifier for each level after the first
4tgh +2 2 d4
Improvement
5th +3 Extra Attack 3 d4 Proficiencies
Armor: light armour, medium armour, shields
6th +3 Curse Feature 3 d4
Weapons: simple weapons
7th +3 Unholy Power 4 d6
Saving Throws: Constitution, Charisma
Ability Score Skills: Choose two from Animal Handling, Arcana, Athletics,
8th +3 4 d6
Improvement Deception, Intimidation, Nature, Perception, Religion and
Instinctive Survival
9th +4 5 d6
Transformation
Equipment
10th +4 Curse Feature 5 d6 You start with the following equipment, in addition to the
Adaptive Mutations, equipment granted by your background:
11th +4 5 d6
Terrifying Presence
(a) a simple weapon and a shield or (b) 2 simple weapons
Ability Score (a) a dungeoneer's pack or (b) an explorer's pack
12th +4 6 d8
Improvement leather armour
13th +5 Deadly Transformation 6 d8
14th +5 Curse Feature 6 d8 Curse
Undying Mark, Terrifying At 1st level, you choose a Curse option from the ones listed at
15th +5 7 d8 the end of this class. Your choice grants you features at 1st,
Presence (2)
6th, 10th, and 14th levels, and determines your monstrous
Ability Score
16th +5 7 d8 shape. Some features use your curse save DC.
Improvement
Curse save DC: 8 + your proficiency bonus + your
17th +6 Unstoppable Force 8 d10 Constitution modifier.
18th +6 Terrifying Presence (3) 8 d10
Ability Score Partial Transformation
19th +6 8 d10
Improvement Also at 1st level, you can partially transform into a monster. At
20th +6 One with the Curse 8 d10 the beginning of your turn, you can choose to gain one of the
following characteristics from your cursed aspect stat block
(shown in your curse; no action required):
Quick Build
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When you gain certain abomination levels, you manifest
additional mutations of your choice, as shown in the Horrific
Mutations column of the Abomination table.
A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can
choose one of the mutations you are manifesting and replace
it with another mutation that you could manifest at that level.
Monstrous Shape
Also at 2nd level, you gain the ability to transform completely
into a monster. You can do this as a bonus action. The size,
creature type and characteristics of your monstrous shape are
determined by your cursed aspect stat block (shown in your
curse), but you choose its appearance.
You can use this feature twice, and regain one use of it
whenever you finish a short rest and all uses when you finish a Art created using Midjourney AI
long rest.
You can stay in your monstrous shape for a number of hours You retain the benefit of any features from your class, race,
equal to half your abomination level (rounded down to a or other source and can use them if the new form is
minimum of 1). You then revert to your normal form unless physically capable of doing so.
you expend another use of this feature. You can revert to your
normal form earlier by using a bonus action on your turn. You Dark Mark
automatically revert if you fall unconscious, drop to 0 hit
At 3rd level, you learn how to mark others through your curse.
points, or die.
When you gain this feature, you choose one of the mark
While you are transformed, the following rules apply:
options detailed below. As a bonus action during your turn,
Your game statistics are replaced by the statistics of the you can mark a creature you can see other than yourself. The
monster, but you retain your alignment, personality, and mark must be visible on the creature's body, but you choose
Constitution, Intelligence, Wisdom, and Charisma scores. its shape and size. A creature knows it has been marked, but
You also retain all of your skill and saving throw doesn't necessarily know who has marked it or why.
proficiencies. Your Stength and Dexterity scores increase Every mark feature detailed below uses your mark die,
by the amount indicated in you Monster's sheet (they can which is a d4 at level 3 and changes as you gain levels in this
increase beyond 20 this way). class, as shown in the mark die column of your class table.
When you transform, you assume the monster's hit points, You can mark a number of creatures equal to your
the formula for which is shown below. If your Constitution proficiency bonus, after which you must complete a short or
modifier is lower that 1 than your monstrous form's long rest before you can mark a creature again.
hitpoints are equal to 2 times you Abomination level Your mark disappears if:
instead.
you mark another creature;
Monstrous form hitpoints: (2 + your Constitution modifier) the distance between you and the marked creature
x your Abomination level becomes greater than 1 mile;
you or the marked creature change plane of existence;
When you revert to your normal form, you return to the a remove curse or greater restoration spell is cast on the
number of hit points you had before you transformed. marked creature;
However, if you revert as a result of dropping to 0 hit you or the cursed creature die.
points, any excess damage carries over to your normal
form. For example, if you take 10 damage in monster form Mark of Manipulation
and have only 1 hit point left, you revert and take 9 As long as a creature is marked, whenever it makes an attack
damage. As long as the excess damage doesn't reduce your roll or ability check that you can see, as a reaction you can
normal form to 0 hit points, you aren't knocked subtract your mark die from the roll. You can choose to do this
unconscious. after learning the result of the roll, but only before learning if
You can't cast or concentrate on spells. it succeeds or hits or not. Additionally, you have advantage on
You choose whether your equipment falls to the ground in all Charisma (deception) and Charisma (persuasion) checks
your space, merges into your new form, or is worn by it. you make against the marked creature.
Worn equipment functions as normal, but the DM decides
whether it is practical for the new form to wear a piece of Mark of Predation
equipment. Your equipment doesn't change size or shape As long as a creature is marked, the first time each turn that
to match the new form, and any equipment that the new you hit it with a weapon attack, it takes extra damage from the
form can't wear must either fall to the ground or merge weapon equal to your mark die. Additionally, you have
with it. Equipment that merges with the form has no effect advantage on Wisdom (perception) and Wisdom (survival)
until you leave the form. If you decide to keep a shield or checks you make to track the marked creature.
armour, these substitute the natural armor of your
monstrous shape.
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Mark of Protection
You can only mark a willing creature with this mark. As long as
a creature is marked, whenever the marked creature takes
damage, as a reaction you can roll your mark die and subtract
the result from the damage taken. Additionally, as long as the
marked creature is within 60 feet of you, you can
communicate with it telepathically. If the marked creature and
you don't share a language, you can only communicate
telepathically through simple feelings or images.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
You can also unleash this energy whenever you use your
Primordial Incarnation Partial Transformation feature, but if you do the damage is
halved.
Medium Elemental, or Large Elemental (earth)
Force of Nature
Armor Class 13 + your Strength modifier (natural When you reach 6th level, you gain the following
armor) characteristics based on your elemental type:
Hitpoints (2 + your Constitution modifier) x your Air. Your walking speed increases by 10 feet. In your
Abomination level monstrous shape, you are immune to the prone condition and
Speed 30 feet, fly 10 feet (air) opportunity attacks made against you have disadvantage.
Earth. Your hit point maximum increases by 6, and
increases by 1 whenever you gain another abomination level.
STR DEX CON INT WIS CHA
In your monstrous shape your weight doubles and you cannot
Original +2 Or. + 1 Or. Or. Or. Or. be moved against your will.
Fire. The first time you hit a creature with a weapon attack
Damage resistances Your elemental damage type each turn, you deal 1d4 additional fire damage to it. In your
Senses Darkvision (30 ft) monstrous shape, this damage increases to 1d8.
Languages Primordial Water. Your AC increases by 1. In your monstrous shape, you
are immune to the grappled condition and whenever you end
Elemental punch. Your unarmed strikes deal 1d10 your turn in another creature's space it must succeed on a
damage of your elemental damage type and count as
Constitution saving throw or take 1d6 cold damage.
your monstrous weapons.
Liquid form (water). You can enter a hostile creature's Master of Elements
space and stop there. You can move through a space as At 10th level, you learn how to control your element. You learn
narrow as 1 inch wide without squeezing. a cantrip based on your elemental type, as detailed below,
Illumination (fire). You shed bright light in a 20-foot and can cast it as a bonus action when you are in your
radius and dim light in an additional 20 feet. monstrous shape. It doesn't count as a spell for you, but a
Siege monster (earth). You deal double damage to natural ability. Constitution is your spellcasting ability for it.
objects and structures.
Air. You learn the gust cantrip.
Earth. You learn the mold earth cantrip.
Fire. You learn the control flame cantrip.
Elemental Type Water. You learn the shape water cantrip.
When you choose this curse at 1st level, you also choose one
of the following elements: air, earth, fire or water. The chosen Hazardous Aura
type determines your elemental damage type, the features At 14th level, you can summon an elemental aura. As an
your monstrous shape gains when it transforms and your your action on your turn, you can choose to activate your
later features. Air's elemental damage type is thunder, earth's elemental aura. If you do, the terrain within 15 feet of you, or
is bludgeoning, fire's is fire, and water's is cold. 30 feet in your monstrous shape becomes difficult terrain for
other creatures for 1 minute, and each creature within this
Explosive Transformation radius must make a Dexterity saving throw against your curse
Also at 1st level, you unleash elemental energy whenever you DC. On a failure, they take damage of your elemental damage
transform. Whenever you use your monstrous shape feature to type equal to 1d6, or 1d12 in your monstrous shape, + your
transform, creatures within 10 feet of you must succeed on a abomination level. On a success they take half damage.
Dexterity saving throw or take a number of d6s equal to your You can activate your aura a number of times equal to your
proficiency bonus of damage of your elemental type. Constitution modifier, after which you must finish a long rest
to activate it again.
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Curse of the Grave
The curse of the grave curses a humanoid to be neither truly
dead nor truly alive, but to live a half life in between. This
curse is often inflicted by the bite of a vampire or the curse of
a lich.
Avatar of Death
Medium Undead
Vampiric Grasp
Touch of Entropy At 14th level, your touch not only drains the life force of
others, but absorbs it too. Whenever you hit a creature with an
At 1st level, your touch can drain the life force of others.
unarmed strike, you gain temporary hitpoints equal to your
Whenever you touch a creature with your bare skin, you deal
Constitution modifier. If you are transformed, you gain
1d6 necrotic damage to that creature. In your monstrous
temporary hitpoints equal to your Constitution modifier +
shape, this damage increases to 1d10 and counts as a
your proficiency bonus instead.
monstrous weapon for you.
Additionally, you can use your Dexterity modifier instead of
your Strength modifier for your unarmed strikes, and they
deal the necrotic damage described above instead of
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Curse of the Hunt
The curse of the hunt transforms humanoids into terrifying
and wild beasts, and also gives them an insatiable hunger that
never stops. This curse is often inflicted by the bite of a
lycanthrope or the curse of a hag.
Beast
Large monstrosity
Ravenous Hunger
At 1st level, you are constantly afflicted by a ravenous hunger
that only raw meat can satisfy. Whenever you eat raw meat for
the first time after finishing a long rest, you gain 1d6 + your
Abomination level temporary hitpoints. If you are in your
monstrous shape when you do so, you gain 1d10 + your
Abomination level temporary hitpoints instead.
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Curse of Iron
The curse of iron transforms people into metallic weapons of
destruction. This curse is often caused by unethical
experimentation, but also by beings from Mechanus.
Clockwork Killer
Medium construct
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Armor class 12 + your Dexterity modifier (natural attacks you make that use your Dexterity modifier. In your
armor) monstrous shape, this bonus increases to +2 instead.
Hitpoints (2 + your Constitution modifier) x your You cannot use this feature to gain the same benefit again
Abomination level until the minute is up. You regain all expended Charge
Speed 30 feet Counters when you finish a short or long rest.
Mechanical Nature charge is removed, if the creature has less hitpoints than three
times your abomination level, it dies instantly, otherwise it
At 1st level, you have charges like a mechanical device. You
takes additional psychic damage equal to your abomination
gain a number of Charge Counters equal to your proficiency
level. The device cannot be removed or deactivated except by
bonus. As an action, or whenever you use your monstrous
a dispel magic or a remove curse spell cast at 5th level, or by
shape or partial transformation features, you can expend a
you as an action.
Charge Counter to gain one of the following benefits for 1
Once you have created a doom device this way, you cannot
minute:
do so again until you finish a long rest.
Metallic speed. Your speed increases by 5 feet. In your
monstrous shape, it increases by 10 feet instead.
Steel protection. Your AC increases by 1. In your monstrous
shape, it increases by 2 instead.
Clockwork precision. You gain a bonus of +1 to all Dexterity
ability checks and Dexterity saving throws you make and to all
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Curse of Might
The curse of might transforms people into terrible giants. This
curse is often inflicted by a giant or because of stealing a giant
artifact.
Titan
Large giant
Giant's Weapons
At 1st level, you can wield anything as a weapon. You gain
proficiency with improvised weapons, improvised weapon
you wield deal 1d8 bludgeoning damage on a hit, and you can
throw improvised weapons up to 30 feet short range, 90 feet
long range. Additionally, once per turn when you hit a
creature with an unarmed strike or melee improvised weapon,
you can attempt to grapple the target as part of the same
action.
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Curse of Nightmares
This curse transforms people into the stuff of nightmares. This
curse is often inflicted by contact with the Shadowfell.
Nightmare
Medium or Small (your choice) Fey
Armor class 13 + your Dexterity modifier (natural Art created using Midjourney AI
armor) Nightmares. The next time the creature wakes up or
Hitpoints (2 + your Constitution modifier) x your finishes a long rest, it must make a Wisdom saving throw.
Abomination level On a failure it takes 1d6 + your Abomination level psychic
Speed 30 feet
damage and subtracts 1d6 from the first saving throw it
makes within 24 hours, it takes half damage and suffers no
STR DEX CON INT WIS CHA reduction to its saving throw on a success. If a creature
would be reduced to 0 hitpoints by this feature, it is
Original +1 Or. + 2 Or. Or. Or. Or. reduced to 1 and gains a level of exhaustion instead.
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Curse of the Pit
The curse of pit transforms people into bloodthirsty
souleaters. This curse is often caused by possession from a
demon or a devil.
Fiend
Large fiend
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Armor class 10 + your Strength modifier (natural You can expend your soul dice in the following ways:
armor)
Hitpoints (2 + your Constitution modifier) x your Devil's luck. Whenever you fail an ability check you can roll
Abomination level a soul die, and add the result to the check. The soul die is
Speed 30 feet expended only if the check then succeeds.
Demon's Rage. Whenever you hit a creature with a weapon
attack, you can expend a soul die, rolling it. The attack
STR DEX CON INT WIS CHA deals extra necrotic damage equal to the result.
Original +2 Or. + 1 Or. Or. Or. Or. Fiendish Fortitude. As a bonus action, you can expend one
of your soul dice, rolling it and gaining temporary hitpoints
Damage resistances Fire damage equal to the result.
Senses Darkvision (30 ft)
Languages Abyssal, infernal Vortex of Souls
At 6th level, you can absorb the souls of creatures you didn't
Hellblade. You summon a fiery blade to your hand kill. Whenever a creature dies within 15 feet of you, if it had a
when you transform. The hellblade counts as a simple soul you absorb it and gain a soul die.
melee weapon with the two handed property for you
and is your monstrous weapon. It deals 1d10 slashing Evil Sense
damage and 1d4 fire damage on a hit. The blade At 10th level, you can feel the presence of good and evil. You
disappears when your transformation ends. When you
can sense if there is a fiend or celestial within 100 feet of you.
reduce a creature to 0 hitpoints with your hellblade,
you can choose another creature within 15 feet of the However, you do not sense the creature's direction unless you
killed creature. The chosen creature must succeed on a are in your monstrous shape.
Wisdom saving throw against your curse DC, or take 1 +
your proficiency bonus d6s of necrotic damage. Once Prince of Hell
you have dealt a creature damage this way, you cannot At 14th level, you can call fiends to your aid. As an action, you
do so again until you use your Monstrous Shape feature can spend any number of soul dice and summon a fiend to an
to transform again or your Partial Transformation
unoccupied space within 30 feet of you. The summoned fiend
feature to summon this blade.
is friendly to you, acts on its own initiative and obeys your
verbal commands. The challenge rating of the fiend you
summon depends on the number of soul dice you spent. If you
Armor of the Damned spent 2 soul dice: the fiend has a challenge rating of 1 or
At 1st level, you gain proficiency with heavy armor.
lower; if you spent 4 soul dice: 3 or lower; if you spent 5 dice: 5
Additionally, whenever you transform into your monstrous
or lower. When you summon a fiend this way, roll one of the
shape, your armor changes size and shape to fit your new size.
expended dice. The fiend remains on the material plane for a
Soul Eater number of hours equal to the result, but disappears early if
you use this feature again to summon another one.
At 1st level, you hunger for souls, and can absorb part of the
souls of the creatures you kill. Whenever you kill a creature, if
it had a soul you gain a soul die. All humanoids have souls,
other creatures have souls too but it is up to your DM to
decide which do or do not (see the additional content, page
22, for help on ruling what creatures have souls).
Your soul dice are d6s, but become d8s when you are in
your monstrous shape. You can have a maximum number of
soul dice at the same time equal to your Constitution
modifier.
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Curse of Scales
The curse of scales transforms people into dragon like beings
of destruction. This curse is usually inflicted by or connected
to an ancient dragon.
Dragon
Large dragon
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Armor class 13 + your Strength modifier (natural
armor)
Elemental Power
At 6th level, your draconic attacks are even more deadly.
Hitpoints (2 + your Constitution modifier) x your
Whenever you deal damage of your draconic type to a
Abomination level
Speed 35 feet, fly 10 feet creature, you can push that creature up to 10 feet away from
you in a straight line.
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Curse of Slime
The curse of the slime transforms its victims into acidic time
bombs, as their very internal fluids can dissolve those around
them. This curse is often inflicted by an encounter with an
ooblex.
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Curse of the Swamp
The curse of the swamp transforms people into plant like
monstrosities. This curse is often inflicted by the curse of a
tree spirit or a strange fungal infection.
Grasping Vines
At 6th level, your limbs are permanently lengthened. When
you make a melee attack on your turn, your reach for it is 5
feet greater than normal.
Additionally, whenever you hit a creature that isn't within 5
feet of you with a monstrous weapon, you can pull that
creature up to 10 feet towards you.
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Curse of the Void
The curse of the void transforms its victims into unsettling
alien beings. This curse is often inflicted by the gaze of a
beholder or a mindflayer tadpole.
Symbiont
Medium Aberration Art created using Midjourney AI
Armor class 13 + your Dexterity modifier (natural table(shown below) and the creature suffers the described
armor) effects.
Hitpoints (2 + your Constitution modifier) x your You can use this feature a number of times equal to your
Abomination level proficiency bonus, and only once per turn, after which you
Speed 35 feet must finish a long rest to use it again.
Skinchanger
STR DEX CON INT WIS CHA At 10th level, you can change your shape. As an action, you
Original +1 Or. + 2 Or. Or. Or. Or. can change your appearance and your voice. You determine
the specifics of the changes, including your coloration, hair
Damage resistances Psychic damage length, and sex. You can also adjust your height and weight,
Languages Telepathy (30ft) but not so much that your size changes. You can make
yourself appear as a member of another race, though none of
Monstrous weapons You manifest the following natural your game statistics change. You can't duplicate the
monstrous weapons, which count as simple melee appearance of a creature you've never seen, and you must
weapons with the finesse property for you: adopt a form that has the same basic arrangement of limbs
that you have. In your monstrous shape, you can use this
Spikes. They deal 1d8 piercing damage and 1d4 poison
feature to assume the shape of any creature of a similar size to
damage on a hit.
yours, regardless of limb arrangement. Your clothing and
Tentacle. It deals 1d10 bludgeoning damage damage equipment aren't changed by this feature. You stay in the new
on a hit and has a reach of 15 feet. On a hit, if the target
form until you use an action to revert to your true form or
is medium or smaller you can pull it up to 10 feet
towards you, if the target is large or bigger you can pull until you take damage or die.
yourself up to 10 feet towards it. You can choose to do
this without dealing damage. Delirious Gaze
At 14th level, whenever a creature fails the saving throw
against your Eyes of Madness feature, you can roll 1d4, or 2d4
and choosing the result you prefer in your monstrous shape,
Eyes of Madness on the Otherworldy Effects table and the creature suffers the
At 1st level, your gaze is harmful to others. Whenever a described effects in addition to your Eyes of Madness effects.
creature that can see you ends its turn within 20 feet of you,
as a reaction you can force it to make a Wisdom saving throw Otherworldly Effects Table
against your curse DC. On a failure the creature takes 1d6, or d4 Otherwordly Effects
1d12 if you're in your monstrous shape, + half your
1 The creature takes 2d6 force damage and falls prone.
abomination level psychic damage, and has disadvantage on
all Wisdom, Intelligence and Charisma checks it makes that The creature takes 1d8 psychic damage and is frightened of
2
are contested by you for the next 10 minutes. After a creature you until the end of your next turn.
has made the saving throw, they are immune to this feature The creature takes 1d6 thunder damage and is teleported to
until you finish a long rest.
3
an unoccupied space within 30 feet of you that you can see.
Creatures that are immune to the frightened condition are
The creature is charmed by you until the end of your next
also immune to this feature.
turn. When you charm a creature this way, you can give it a
4
Touch of the Far Realms one word telepathic command, that it will try to obey to the
best of its ability while charmed by you.
At 6th level, your touch is alien. Whenever you hit a creature
with a weapon attack, you can choose to force that creature to
make a Wisdom saving throw against your curse DC. If the
creature fails, you roll a d4, or 2d4 and choosing the result you
prefer in your monstrous shape, on the Otherworldy Effects
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Halo's Blessing
Halo's blessing forces people to serve a higher cause. This
blessing (many see it as a curse) is normally caused by a
powerful celestial being, such as a solar, or even by a god.
Holy Avenger
Medium Celestial
Aura of Purity
At 6th level, your presence shields others from evil.
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Horrific Mutations
If a horrific mutation has prerequisites, you must meet them
to manifest it. You can manifest the mutation at the same time
that you meet its prerequisites. A level prerequisite refers to
your level in this class.
Brutal Strength
You gain proficiency with the Athletics skill, if you were
already proficient in it your proficiency bonus is doubled for
any ability check you make with it instead. Additionally, you
have advantage on Strength checks and Strength saving
throws in your monstrous shape.
Dark Knowledge
You gain proficiency with either the Arcana or the Religion
skill (your choice), if you were proficient with the chosen skill
already your proficiency bonus is doubled for any ability
check you make with it instead. In addition, choose one of the Art created using Midjourney AI
following languages: Abyssal, Celestial, Deep speech,
Draconic, Giant or Sylvan. You can speak, read and write the Sharp Senses
chosen language in your monstrous shape. You gain proficiency with the Perception skill, if you were
proficient with it already your proficiency bonus is doubled
Deadly Ray for any ability check you make with it instead. Additionally, if
You can fire a blast of energy either from your chest, eyes, you are surprised at the beginning of combat and aren't
hands or mouth (your choice). You gain a new attack option. incapacitated, you can act normally on your first turn, but
This attack counts as a simple ranged natural weapon for you only if you are in or transform into your monstrous shape
with a range of 60/120 feet. When you manifest this mutation, before doing anything else on that turn.
choose one of the following: acid, cold, fire, lightning,
necrotic, radiant, poison, psychic or thunder. The weapon Supernatural Bound
deals 1d6 of the chosen damage type on a hit. This weapon Your jump distance increases by 5 feet. In your monstrous
uses your Strength or Dexterity modifier for attack and shape, your jump distance doubles as well.
damage rolls (your choice).
In your monstrous shape, the damage of the weapon Terrible Power
increases to 1d8, its range increases to 90/320 feet and it You gain a bonus of +1 to the damage rolls of your weapon
counts as a monstrous weapon for you. attacks. In your monstrous shape, this bonus increases by half
your proficiency bonus (rounded down).
Echolocation
You gain a blindsight of a number feet equal to 5 times your Unexplainable Vitality
proficiency bonus. In your monstrous shape, it is of a number You don't need to eat, drink or sleep. In order to take a long
of feet equal to 10 times your proficiency bonus instead. rest, you must spend 4 hours in an inactive state, during which
you can see and hear normally. In your monstrous shape, you
Fiendish Vigor only suffer the effects of 1 exhaustion level lower than your
As an action, you can gain 1d4 + 1 temporary hitpoints. If your actual exhaustion level.
use this feature in your monstrous shape, you add your
proficiency bonus to the temporary hitpoints gained this way. Unnatural Climber
You gain a climbing speed equal to your walking speed. In
Extra Appendage your monstrous shape, you gain the ability to move up, down,
You grow an extra appendage like a tentacle or a tail. You and across vertical surfaces and upside down along ceilings,
cannot use weapons and other specialized equipment with it while leaving your hands free.
but it is a natural weapon that counts as a simple melee
weapon for you that uses your Constitution modifier for attack Eerie Understanding
and damage rolls. It deals 1d6 bludgeoning damage on a hit. Prerequisite: Mark of Manipulation
In your monstrous shape, its damage increases to 1d8 and it Whenever a creature marked by you speaks, you are able to
counts as a monstrous weapon for you. understand it, regardless of the language spoken.
Additionally, whenever you speak you can choose to let the
Otherwordly Speed marked creature understand you, regardless of the language
Your walking speed increases by 10 feet. In your monstrous you choose to speak.
shape, your walking speed increases by an additional 10 feet.
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Unhealthy Bond
Prerequisite: Mark of Protection
You can always communicate telepathically with the
marked creature as long as it is marked, regardless of
distance. Additionally, as an action, you can see through the
marked creature’s eyes and hear what it hears until the start
of your next turn, gaining the benefits of any special senses
that the creature has. During this time, you are deaf and blind
with regard to your own senses.
Persecuted Escape
Prerequisite: 5th level
When you hit a creature with a melee weapon attack, you Art created using Midjourney AI
don’t provoke opportunity attacks from that creature for the
rest of your turn. In your monstrous shape, this happens when your monstrous shape whenever you take damage of the
you target a creature with a weapon attack instead. chosen type, the damage you take is also reduced by 1d4.
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Ghastly Visage
Prerequisite: 12th level
Whenever a creature fails a saving throw against your
Terrifying Presence feature and becomes frightened by you,
you can choose to deal 1d4, or 1d8 if you are in your
monstrous shape, plus your Abomination level psychic
damage to it.
Giant Shape
Prerequisite: 12th level
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or lift.
Whenever you use your Monstrous Shape feature, you can
choose to increase its size by 1. If you do, you gain the
following characteristics while transformed:
Once you have chosen to do this once, you cannot choose Art created using Midjournay AI
to do so again until you finish a long rest.
Once you've used one of these features, you cannot use the
Inhuman Regeneration same feature again until you finish a long rest.
Prerequisite: 12th level Fury of the Hunt
Whenever you regain 5 or more hitpoints from a single
Prerequisite: 15th level, mark of predation
source, you regain extra hitpoints equal to your Constitution
Once on each of your turns, whenever you hit the marked
modifier. Additionally, while in your monstrous shape, if your
creature with a weapon attack, you can make another attack
current hitpoints are less than half your hitpoint maximum at
against it as part of the same action.
the start of your turn, you regain 1d6 hitpoints.
You add your mark die to the damage dealt by this attack,
Killer's Mark even if you've already rolled your mark die this turn. You can
choose to make this additional attack a number of times
Prerequisite: 12th level, mark of predation
equal to your Constitution modifier, after which you cannot
Whenever you roll your mark die and add the result to a
do so again until you finish a short or long rest.
damage roll, you add your Constitution modifier to the
damage roll as well.
Whispers of the Puppeteer
Prerequisite: 15th level, mark of manipulation
Chameleon's Skin You have advantage on all Charisma and Wisdom ability
Prerequisite: 15th level
checks that target or are contested by the marked creature as
You can become invisible as an action. Your invisibility lasts
long as it is marked.
for 10 minutes, or until you make an attack or cast a spell. In
Additionally, you can cast Modify Memory on a marked
your monstrous shape, the duration of your invisibility
creature once without consuming a spell slot or material
increases to 1 hour.
components. Once you've done so, you cannot do so again
Otherwordly Creature until you finish a long rest.
Prerequisite: 15th level
You gain the following characteristics:
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Curse Origin Suggestions
Here are some suggestions for how your abomination was
cursed. If none fit your character, feel free to invent your own. Curse of Nightmares
d4 Curse origin
Curse of the Beyond
1 You are possessed by a fey spirit.
d4 Curse origin
2 You were cursed by an archfey.
1 A beholder touched your mind and warped your reality.
3 You were trapped in the shadowfell for a year and a day.
2 You have been infected by a mindflayer tadpole.
4 You are a fey disguised as a humanoid.
You were lost at sea only to be found a year later. You have
3
no memory of what happened.
Curse of the Pit
You are secretly an aberration, that has infected the body of d4 Curse origin
4
a humanoid.
1 You are possessed by a demon.
Curse of the Elements 2 You were cursed by an archfiend.
d4 Curse origin 3 You made a deal with a devil for great power.
1 You are possessed by a primordial. 4 You are a demon disguised as a humanoid.
2 You were cursed by a geenie.
Curse of Scales
3 A magical experiment on you went wrong.
d4 Curse origin
4 You are an element given life.
1 You are possessed by the ghost of a dragon.
Curse of the Grave 2 You were cursed by a dracolich.
d4 Curse origin 3 You stole a sacred draconic relic.
1 You were cursed by a lich. 4 You are a dragon trapped in a humanoid body.
2 You were bitten by a vampire.
Curse of Slime
3 You violated the tomb of a long dead wizard.
d4 Curse origin
4 You died, and yet for some reason are not dead.
1 You were cursed by an ooblex.
Curse of Iron 2 A mad scientist experimented on you.
d4 Curse Origin 3 You were engulfed by an ooze for 24 hours.
1 You are the result of an experiment gone wrong. 4 You are an intelligent ooze that has been transformed.
2 You were cursed by a being from mechanus.
Curse of the Swamp
3 You are possessed by a sentient weapon.
d4 Curse origin
4 You are a construct pretending to be a person.
You were cursed by a forest spirit.
Curse of the Hunt You died and your body was left in a swamp.
d4 Curse origin You were cursed by a swamp hag.
1 You were bitten by a lycanthrope. You are a plant that has been imbued with sentience.
2 You were cursed by a hag.
Halo's Blessing
3 A mad geneticist injected you with monster blood.
d4 Blessing origin
4 You are a beast that has been transformed into a humanoid.
1 You were blessed by a solar.
Curse of Might 2 A god has chosen you as their weapon.
d4 Curse origin You defiled a sacred temple. As punishment, you have
3
1 You drank a faulty potion of giant size. become an unwilling instrument for good.
2 You consumed a giant's blood. You are a celestial that has learnt to transform into a
4
humanoid.
3 You stole a giant's relic.
4 You are a shrunken giant.
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Additional Content
This last section concerns some additional content that can
help you roleplay as an abomination, and explains how to
multiclass in and out of your class. Any rules listed are
optional, and require your DM's permission to apply.
Multiclassing
If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you chose
abomination as one of your classes.
Ability Score Minimum. As a multiclass character, you must
have at least a Constitution score of 13, as well as either a
Strength or Dexterity score of at least 13, to take a level in this
class, or to take a level in another class if you are already an
abomination.
Proficiencies Gained. If abomination isn't your initial class,
you gain proficiency with light armor, medium armor and
shields when you take your first level as an abomination.
What is a Soul?
In the curse of the pit, one of the features involves
determining whether a creature has a soul or not. This is
obviously an abstract and difficult question, so it's best to
discuss it with your DM before beginning the campaign, so
that there isn't any confusion during the game. Here are some
tips for a DM on how to rule what has a soul and what doesn't:
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Signs of Evil
Many abominations have signs that they are cursed that go
beyond their mere class features. These are called signs of
evil. With your DM's permission, you can roll on the following
table to determine what your signs of evil are. Alternatively,
your DM can decide to let you invent your own they may
decide to give you a Dark Blessing from Van Richten's Guide to
Ravenloft.
Frequenty Asked Questions Is this class OP? Possibly in some situations. So far
playtesting has gone well and a lot of features have been
Here are a few answers to the most FAQs. nerfed and others streamlined. Mathematically speaking,
this class has a slightly higher damage output to a most
Why a d6 hit die? This is to offset one of this class's
martial classes late game, but only when transformed as
greatest strengths: its tankiness. The consequence of this
the damage output is much lower in its natural shape. It is
is that you are actually quite squishy when you run out of
also very tanky, but it doesn't outscale the barbarian in
transformations, which is also thematic.
tankiness. One of the best features of the class in my
How does Partial Transformation work? This feature opinion is it's versatility and general adaptability, which
doesn't require an action or bonus action. This is mainly make it very customizable and potentially breakable,
because of this class's already heavy reliance on bonus depending on the player's skill, but I don't consider that to
actions (dark mark and monstrous shape both require it). be a bad thing... That being said, there are plenty of parts
Additionally, you only get the attributes specified, not of this class that still need tuning, so if you feel like giving
other features when you use this. For example, with Curse feedback or playtesting it that would be fantastic.
of the Grave, if you use your Partial Transformation feature
How edgy is this class? Yes.
to gain your monstrous weapons, your unarmed strikes
now deal 1d10 damage as they count as your monstrous Do you have any thoughts or criticisms? Feel free to
weapon, but you don't gain the Undead Wail or Soul Drain comment or get in touch with me on reddit! My user name is
features, as neither of these count as monstrous weapons. u/Sensitive_Coyote_865.
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This document was lovingly created
using GM Binder.